Originally posted by WhiteYoshiEgg
- I will say that with the amount of frames and the detail on each one, some actions (like jumping or falling) feel like a bit of a mess of wiggling pixels rather than animation you can appreciate, at least if you're very used to SMW. I guess things are hard to parse at that speed.
I think I might feel the same for her rising animation, but the issue might be her hands moving around. That seems to work fine in isolation, but in context it makes her a bit too jittery.
Originally posted by WhiteYoshiEgg
- wow, there are a lot more custom player palettes than I thought! I probably asked before and forgot: is that just a demo thing or will it be an actual feature in the game?
Multiple outfits will, but accessing them via button combination probably won't be. Having other colors on demand wouldn't be the
worst thing, but at the end they'll probably be accessed by a start menu or something.
Originally posted by WhiteYoshiEgg
- I assume there's a reason the Y button is the only one that lets you accelerate? I'm more of an "X to run" kind of guy so it took me a second to realize the physics aren't just super slow.
'X' will be dedicated to a special Search Stance button, but if people have a preference on 'X' as a 'Y' clone, then maybe that's better suited for 'A'
Search Stance in question - this is only a proof of concept that was made a long time ago, but it probably won't change much.
Originally posted by WhiteYoshiEgg
- by far the most fun thing in this demo: kick a shell in the flat part of Yosh1's 1sland 2 and use quick long jumps to catch up with it. I managed it once, and I landed right on the shell and bounced off of it, which felt great!
While I'll try to keep things railroaded a
little, I'm also hoping that people can take advantage of moves like that to get to where they aren't supposed to be. There's something really fun about those sorts of tricks, and their potential will really shine through when wall climbing and item bagging is reintroduced.
However, there's
also going to be upgradable stamina, a la
Breath of the Wild, which will make it considerably harder to get to wrong places too early without being veeeery clever.
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Originally posted by EeveeStill wild to me just how outright smooth she is. So much love is going into this, and it shows! Keep it up!
Originally posted by VeckEasily my number one most anticipated project in this community. Major props to both you and Maarfy on the love and care put into this.
e: Forgot to mention how well-designed the character is that nearly every color combination looks great on her! Astounding work as always.
Originally posted by Ondore's LiesLooking fantastic as always, king. This console rarely ever saw the likes of this level of character animation, even in AAA professional titles.
I really can't gush on this enough, Eszett is a treasure. I really can't wait to play the actual game and see what all I can do with all of these moves. After I wrap up my project, this will be the first thing I try out.
Originally posted by RussianManI'm really impressed with the animations, for many extra frames and how smooth they look. You and Maarfy deserve a lot of praise for implementation and execution, I can't wait to see how the final product looks!
Thank you all very much! It was all thanks to Maarfy's talents that encouraged the Devilry of going
waaay past the point of practicality with these systems and presentation.
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Originally posted by RPG HackerI definitely won't forget the name again, because few WIP hacks get me as excited as this one. I definitely want to play it!
Fun fact: I came up with the name "Aether" back when I had
much smaller ambitions for the hack because it would naturally come up much sooner than other hacks when organized alphabetically.
Now I can't really imagine a title I'd prefer to have - sometimes a cynical idea has some merit in the long term. In any case, I hope that we can make something that lives up to everyone's lofty expectations!
Other Submissions of mine!